Blocking is Cool Actually

It is easy to focus on a myopic view of skill in video games as pushing a button to hit a tight timing window. It’s a common skill test. It’s a very obvious demonstrable skill. Most laypeople can easily recognize that it takes skill. However, there are a lot of other skills that are common in video games, and the purpose of these skill tests is not just to test skills in a vacuum, which is easy, you could go hop on human benchmark and do that all day, but to create a larger system of choices and interactions that test a variety of skills at once, and creates variety in the way each skill is tested. Continue reading

Sekiro is not a Souls-like

I have previously written on what I feel makes a game souls-like or not. I think Sekiro has a lot of the same feeling that Souls games do, being made by the same developer and having a world that reacts similarly to your actions, but I don’t think it’s a Souls-like game because the combat doesn’t emphasize the same skills. I think Sekiro is closer to Batman Arkham Asylum than the Souls games.

Demon’s Souls was a critical innovation in combat systems compared to other 3rd person action games because of a few key decisions: Slow player attack speed, uncancellable attacks, shared stamina across running/dodging/blocking/attacking, a realtime healing animation. Sekiro has 1 of these, realtime healing, which is the least essential. Instead, Sekiro has fast attacks, it lets you cancel them for a significant portion of the startup of the move, and it does not have a stamina system, only a guardbreak meter.

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The AAA “Design Pillar” Methodology

Modern AAA Games tend to follow an approach in their development process called Design Pillars. The creative direction for the game picks out distinct pillars for how the game will work, and this serves as a guiding beacon for everyone below them. A common problem in game development in the past was that design documents would spiral out of control, no one would read them, and and all the different people involved in development have their own vision of what the game is, leading people to make conflicting choices about how to implement different parts.

Design Pillars help orient everyone towards a common goal, creating a unifying vision of what the game is, so that everyone will hopefully make game design choices oriented towards the same goals. Design pillars help keep massive teams of people on the same page in a way that older game design practices didn’t.

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The Traveling Soulsman

So, I’ve been playing Elden Ring lately, and taking some notes. In the process of drafting up my thoughts on it, I ended up with a long tangent about non-linear interconnected maps in Metroidvania style games, and how the souls series tackled this precisely once with Dark Souls, and never again, because they made every bonfire warpable. I decided this tangent was long enough to deserve its own article.

The open world of Elden Ring creates a level of non-linearity and interconnectedness that hasn’t been seen in the series since Dark Souls 1. Ordinarily, fast travel to every bonfire would ruin this, but I think it works fairly well in Elden Ring’s case. Areas aren’t connected by corridors like the Soulsborne games, so you end up doing a lot of exploration anyway, instead of just teleporting to the level you want to go through. Given the distance between locations, going without fast travel wouldn’t really have been viable, because you might end up needing to travel a really REALLY far distance.

The benefit of nonlinear games (like Demon’s Souls) is that you can complete content in differing orders, making it so that no two playthroughs repeat content in the same order, adding a degree of depth. Nonlinear interconnected games (like Dark Souls) expand on this by having you traverse mixed portions of content forwards and backwards, even after you’ve beaten it, meaning you don’t just experience content out of order, but in a varied stitched together order many times over, while also having to engage in pathfinding challenges. In a nonlinear game, you might simply select the content you want to complete as need arises (eg. figure out what level has the thing you’re after, warp to it, progress through the level until you get it).

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Emergent Gameplay in Fighting Games

A bunch of different videos have popped up lately in fighting game circles, about “Emergent Gameplay”. I’ve watched a number of them and they’re grasping at concepts they can’t totally describe. They use a lot of vague terminology and almost say what they want to, but not quite. The gist is, old games had Emergent Gameplay, new games don’t, but why?

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How Fighting Games can Retain Players

Fighting Games don’t attract a lot of new blood. The majority of people who will buy any game are people who will never attend a single tournament for that game, never post about it online, and never interact with the community in any way. This means for a game to be successful, pushing a competitive scene isn’t very effective advertising. The success of a competitive scene is tangential to the success of the game overall. Magic the Gathering went through a similar transition when they catered to pro players, and the game was slowly dying. They ended up revitalizing themselves by building their product, the cards, into a stronger IP, and decreasing their investment into the pro scene, which was not the product they were actually selling. Wizards of the Coast called the non-competitive players, “the invisibles” because they can’t be observed because they don’t participate in the broader community, yet they make up the majority of the consumers, and this is the case for every game or media product. The majority of fans will never ever participate, but they’re the ones who are the backbone of your sales.

Changes of this type, making games more appealing to the average consumer, is usually associated with dumbing a game down. We’ve seen a lot of recent attempts to dumb fighting games down or constrain their complexity in order to make them more appealing to the average consumer, such as Street Fighter V, Marvel Infinite, Dragon Ball FighterZ, and Blazblue Crosstag Battle. These have had mixed success, with only Dragon Ball really prospering and SFV holding a middle ground. DBFZ and BBTag both did a good job of scaling complexity so the games were really simple to play at a lower level, but still had difficulty advanced techniques for higher level players. However the ease of play didn’t appear to make these games any more or less popular than any of their competitors. Tekken 7 did not include any ease of play additions compared to its forebears, yet is performing comparably to DBFZ (which has more sales momentum) and outperforming SFV. The popularity of each of these games seems to have no correlation to the ease of play, and a much stronger correlation to the quality of service for the game, and in dragon ball’s case, the strength of the IP. Continue reading

Visualizing the Skill Curve

Recently in my discord, one user, Hambone, linked a study related to skill rankings in Blitz Chess, standard Chess, and the card game Yomi by David Sirlin, and how well those rankings correlated with win ratio. You can read the full study here. From it emerges this amazing chart:

This chart is a depiction of a game’s consistency across skill levels, with a spectacular illustration of how there are certain bottlenecks where consistency goes up and down. (for those with color blindness Player 2 winning is represented on the graph as yellow, losing as dark blue. Slight wins are orange, slight losses are light blue, and 50:50 is represented as teal). It’s worth noting that the skill ranking of an average player is 1200. From this chart, we can intuitively extrapolate a number of conclusions, but first lets make some observations: We can see that Yomi is less consistent across all skill levels than either variant of chess. We can see that chess has a short period near the bottom skill level where better players very consistently beat worse ones, then there’s a free-for-all near mid-low level, and another bottleneck at higher to top levels of skill. We see a mild version of this trend even in the yomi chart.

From this we can conclude that aspects of these games make them more or less consistent. From personal experience, I’m going to put forward that the big thing that makes a game consistent is execution testing, a style of game that I call an “efficiency race” (eg. racing games, games that directly compare a skill that is dependent exclusively on you and nothing else). The things that make a game less consistent are Randomness, and unweighted Rock Paper Scissors (eg. games of chance and games with hidden information, where you directly interact with your opponent). For example’s sake, there are some games where you cannot become consistent, such as a pure coin toss. The graph for this game would be teal (50:50 odds) across the entire chart. A hypothetical perfectly consistent game, where the better player always wins, would be a perfect split of yellow/dark blue directly across the diagonal center line, with almost no teal.

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Dunkey Gets Dunked On

A friend on twitter was confused when I said Dunkey wasn’t a good reviewer recently. I asked him to pick out the video he thinks is Dunkey’s best review and I’d go over it. He picked Dunkey’s Mario Sunshine review, from this year. I know I said I wouldn’t do any more critic critique, but here you go. Hopefully this is better than any of my old stuff.

My biggest criticism of Dunkey is that he’s not a good critic, but he acts like he is, even though he does nothing fundamentally different from anyone at IGN. He’s part of the group that hates corporate reviews because they’re fake, not because they lack depth/insight, but he acts like being fake and lacking insight are the same thing (because he can’t tell the difference), so when he does an “honest” review, he thinks it’s automatically deep/insightful, because he has no idea what that actually means. The crowd that hates modern game reviews don’t hate them because they have a discerning eye. They hate them because they’re hearing the “wrong” things get praised/criticized. Dunkey praises/criticizes the things this crowd wants praised/criticized, so he gets treated like a good reviewer, even though he does the exact same thing as IGN. Same process, different conclusions, both bad reviews. Dunkey frequently has correct conclusions (relative to that crowd at least), but always bad reviews. You’re not a good reviewer unless you show your work.

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FPS Boss Fights Don’t Have to Suck Ft. Durandal

Editors note: This is another guest post by Durandal, though I wrote most of the paragraph on encouragement/discouragement and push/pull. If you’d like to submit a guest post, contact me on discord.

Boss fights involve fighting against one or more enemies that are usually harder than what came before in the game. Story/gameplay-wise they’re an effective way of setting the climax for a level or chapter, which is why they’re so widely used. Many genres like beat ‘em ups, platformers and shoot ’em ups all often feature great boss fights, like Credo in DMC4, Death in Castlevania 1, and the Battleship in Contra 3. But then you have bosses in first-person shooters.

In the 28 years since grandpa Wolfenstein 3D, there has been no truly good FPS boss fight. Instead you get playing peekaboo with (hitscanner) bulletsponges (such as Hans Grosse in Wolfenstein 3D and the 2009 reboot, the final bosses of Wolfenstein: TNO, TNC, and Youngblood, Makron in Quake 2, Tchernobog in Blood, the Battlelord in Duke Nukem 3D and Forever, Splitter Crow in TimeSplitters: Future Perfect, The Destroyer in Borderlands 1). You get the inoffensive bulletsponges which you circlestrafe to death (the Overlord, Cycloid Emperor and Cycloid Queen in Duke Nukem 3D, the Skaarj Queen and all Titan fights in Unreal Gold, Fontaine in Bioshock 1, almost every boss in DUSK, AMID EVIL, and the Shadow Warrior reboot). And at worst you get puzzle bossesthat play nothing like the rest of the game and expect you to figure out a puzzle to beat the boss (the Spider Mastermind in Doom 1 when pistol starting, the Icon of Sin in Doom 2, Cthton and Shub-Niggurath in Quake 1, the final bosses in Serious Sam: TFE and BFE, Nihilanth in Half-Life 1). Continue reading

Getting Over It With Bennet Foddy Review

Getting Over It: Video Games Meet the Myth of Sisyphus – Professional Moron

Getting Over It With Bennett Foddy (GOI for short) is the absolute limit of how far you can get with a single game mechanic. The only mechanic is moving around a hammer, attached to a man in a cauldron.
With this control scheme you can push and pull yourself along the ground, pull yourself up using holds, fling yourself, swing under holds, pogo to launch yourself, and so on.

This method of control is incredibly sensitive, and fiddly, but the game ramps up to requiring you to use it in extremely precise and demanding circumstances, at high risk of losing your progress.
GOI can be incredibly frustrating, because there are no permanent checkpoints, and many of the toughest challenges set you up to lose massive amounts of progress. Playing the game at all with it’s strange and difficult control scheme seems impossible, so redoing the incredibly precise tricks it has you perform can seem impossible.

GOI has one level, shaped like a big cone that spreads out as it rises up, having you cross over your earlier paths as you ascend, creating horseshoe shaped level design. This means that if you fall, you’ll land on an earlier section. Because there are no checkpoints, this means you can easily restart the whole game in a matter of seconds, no matter how high up you are.

Orange Hell | Getting Over It Wiki | Fandom
Enjoy Orange Hell

GOI’s precise skill challenges combined with the potentially unlimited penalty for failure creates an environment where inevitably, no matter how far along you are, you will eventually repeat the entire game from scratch, just to get back to where you were. On a first playthrough, you will need to do this a massive number of times. The side effect of this is that if you are persistent, you will improve at each of these earlier sections until they are nearly trivial, whereas when you started they might have seemed completely impossible.

One of the other genius parts of GOI is that the physics based gameplay allows you to go extremely fast. This means that not only are early parts easier as you master them, but you’ll actually complete them faster each time, and thus it’s not quite so tedious to repeat, as long as you have that improvement mindset.

GOI is one of those rare games where I feel like the Speedrun is very representative of intended play. It doesn’t use any glitches, it just plays the game in the same way players ordinarily do very well. A first time playthrough of GOI can take 9 to 20 hours. A speedrun can complete the game in under 2 minutes. The range of variability in how quickly and consistently you can overcome the game’s skill challenges is massive, which is a strong indicator of depth. This repetition forces you to build your skills and consistency as you play, which is really awesome.

GOI’s use of physics makes it very nuanced to control. The man in the cauldron has a rotation and velocity that is separate from, but connected to the hammer. The hammer moves via an inverse kinematics rig, only the head having actual collision with the environment, and acceleration of the hammer is important and can translate to hurling yourself with more force. The hammer has a unique asymmetrical trapezoidal shape, and the cauldron has round sides, but a flat bottom. Together these all mean that your character can touch the environment in a lot of different ways, and have different interactions based on how they make contact, the direction of overall movement, and the direction that force is applied. It’s very easy to grab a hold the wrong way with your hammer, or set up a pogo the wrong way, in the wrong direction. It’s easy to overcommit or undercommit to a movement, especially since your mouse does not have 1:1 control of the hammer, and there is a slight delay.

The game is also careful to steadily ramp up its challenges, with early ones having more definitive holds to grab onto, and later ones having you pull yourself along smaller and smaller holds in stranger directions until you’re pulling along practically flat surfaces. You’re expected to use more force to hurl yourself as the game progresses, and redirect your momentum midjump to get started moving, then go the way you need around obstacles. You can then take these skills and apply them to clear earlier parts of the game more easily as you inevitably repeat them.

GOI gets a 9/10 from me, it cannot get higher without adding more mechanics, but it is absolutely a must-play. It is difficult to play and harder to master, but there’s a wide range of skillful expression possible in it. It recaptures a lot of the consistency challenge that made arcade games fun, while allowing you to complete it blindly fast as you improve, so the early parts are never stale. It goes to show the absolute limit of how nuanced a mechanic can be and is perhaps the gold standard of any single mechanic.